Re: Base Class Challenge - The Light Beckons [Submission thread]

I haven't finished yet, but I wanted to show what I've done so I can be PEACHed by others as I go, since I'm still a n00b when it comes to crunch. The major themes and the fluff are finished other then any touch ups I may do down the line, but I've still got plenty of class abilities to make if I want to fill those dead levels.

Solar Adept

You know what the difference between you and me is? Your power can be taken from you. You lose your little book and you're nothing more then a screw loose who makes funny faces and shouts gibberish. My power is the very light itself, and it takes it's home in my body. -Margaret Slant, the original Solar Adept to an especially arrogant Wizard.

Solar Adepts are warriors that have learned to harness the light of day itself. By scribing special runes into their own flesh, they transform themselves into a living battery for light and channel that power into their actions. The art was created by the Slant sisters only a short few years ago, and has spread like wildfire among young warriors who aren't willing to dedicate their whole lives to learning the arcane arts or chain themselves to a higher being's whims. The variety of Solar Adepts that rely on moonlight, such as the younger Slant sister, Margaret Slant, are often called Lunar Adepts but otherwise put into the same group.

This has given the Adepts a poor reputation, however. Many use the powers granted by moonlight to perform thefts or confuse and terrify hapless travelers into surrendering their goods. Paladins and Clerics are wary of the Adepts, as their new source of energy comes from runes on their bodies that could be mistaken as a sort of evil ritual. This could die down in time once people become more associated with the Adepts, but only time will tell.

Lunar Adepts have much different powers then their sun based counterparts, mostly built towards stealth and deception, while Solar Adepts see through illusions and concealment. Both groups take advantage of their abilities to find enemies and conceal themselves, as well as their abilities to solidify small amounts of light as ammunition, by taking up a bow or other projectile weapon.

Abilities: Depending on which path you choose, Solar or Lunar, your priorities change drastically. Solar Adepts want Constitution to reinforce their larger hit die and more defensive role, Wisdom to fuel their special abilities. Strength helps the adept fight in melee when a foe closes in too close for their ranged weapon to work.

Lunar Adepts use Dexterity to compensate for their lack of heavier armor and smaller hit die, and to increase their skill with ranged weapons. Charisma is their source of energy in opposition to the Solar Adept's Wisdom, and Intelligence allows them to take advantage of their large skill list.

Role: Solar Adepts act along the lines a Paladin would. Shielding and healing allies while providing beneficial auras to them. They can also act as reliable sentries and undo illusions. A Lunar Adept is more in line with a Rouge, using stealth and range to take out targets of priority, sneaking around guards, and acting as a Swiss army knife of skills out of combat. Both are capable of chipping away at far away targets before they close in.

Background: Those that wish to become an adept must inscribe or have someone else inscribe a complex system of runes into their bodies, either as a tattoo or... less pleasant means. Once completed, the recipient must stay out under their power source from sun up to sun down (or the other way around, for those who wish to become a Lunar Adept) without covering the runes or stepping into the shade. If they fail, they may try again at any time until successful.

Once completed, the runes grow along with the with the user and spread as their user becomes more skilled with them. They rewrite themselves if tampered with, and must be removed all at once with a specialized ritual in order to be permanently removed. Even so, a former adept can regain their powers by personally re-scribing the basic runes.

Many undergo this art as a quick and easy way to supplement their other skills, or to gain a back up source of abilities in case their main method of defense or offense fails. Others are intrigued by the newly born source of power and wish to examine it's full potential.

Organization: Currently, there are very few Adepts compared to other classes. They have no overall tendency towards any given organization over another, though some religious groups believe them to be Warlocks of a different name and act as such. Groups composed entirely of adepts are just now surfacing, but none are large.

Alignment: Any. There is no shared tendency to law or chaos, good or evil. Chaotic Solar Adepts and Lawful Lunar Adepts are rare, but not unheard of.

Races: Any. The most commonly inscribed version of the ruins assume two legs, two arms, and a torso, but can be adapted to weird or even bizarre biology with some careful modifications. Humanoids and monstrous humanoids are more common for this reason but there's nothing stopping any other race from joining in.

Religion: For obvious reasons, adepts tend to choose religions based on the sun or moon, or with a deity that is connected to those sources. Some shy away from religion altogether due to the unstable ground between them and Clerics/Paladins, or practice the religion in private as to not be persecuted by their own. Again, there is no reason not to pick any other religion.

Other Classes: As stated numerous times before, Clerics and Paladins of good or neutral alignment are very wary of Adepts if they lack experience with them. Monks vary the most wildly, some seeing the runes as a strange but reasonable approach at improving the body, while others see it as self mutilation and 'cheating'. Wizards see no difference between an adept and a Warlock, simpleminded fools that decided to take the easy route to power instead of dedicating themselves. Bards have no problems with the Adepts, finding the new art a potential gold mine for inspiration. Other classes don't really care either way.

Adaptation: The ruins can be replaced with an angelic or demonic ritual, or described as a tribal practice handed down from generation to generation. Still others can cut the runes altogether and treat the adepts as a form of favored soul with a sun/moon/light affiliated deity. A family curse that causes pain by absorbing light into the owner's body, but the unintentional side effect of granting them a great smorgasbord of powers related to it's source. Anything with a relation to light works fine.

Weapon and Armor Proficiencies:
A solar adept is proficient with all simple and projectile weapons. Solar adepts are proficient with light armor, but no shields.

Sun or Moon (Ex)
At character creation, the solar adept chooses between the ability to absorb sunlight or the ability to absorb moonlight. A solar adept that absorbs moonlight is known as a lunar adept, and each gain additional Class Skills, Proficiencies, and miscellaneous changes to the above. This cannot be changed later, except by a long and difficult side quest to do so. The bonuses provided by each choice are as follows:

The lunar adept is now proficient with short swords, longswords, rapiers, scimitars, falchions, and bastard swords.

The lunar adept can use and does not take penalties for using projectile weapons one handed when the other hand is occupied by a short sword or rapier.

When attacking a flatfooted, flanked, unaware, or helpless enemy with a successful Full Attack, do an additional 1d4 damage. This damage increases by 1d4 for every 2 lunar adept class levels.

Energy Pool (Su)
As a solar adept stands in a space illuminated by natural source of sunlight (or a lunar adept in a space brightened by moonlight), they gain "Solar Energy" (Lunar Energy) at a rate of 1d2 per round. This energy is stored within the adept's body until used to fuel her abilities, and she can hold up to (10 + (10 * Class Level)) points of Solar (Lunar) Energy at a time. An adept may, as a full-round action that provokes an attack of opportunity, focus on drawing in the light around her. When doing so, increase the size die rolled at the beginning of her next round by 1 step.

At every 5 class levels, increase the size of the die the adept draws in light by one step (1d2 to start, 1d4 at 5, 1d6 at 10, 1d8 at 15, and 1d10 at 20). A solar/lunar adept does not lose energy from being in an anti-magic field or similar effect, but cannot absorb more energy until they escape the effects. If knocked unconscious, the adept loses all energy she's absorbed. A full night's rest (at least 8 hours) replenishes solar/lunar energy (even without access to a source of light), up to half their current maximum. Artificial light sources can provide energy to both solar and lunar adepts, but do so only once every other round and with one die size lower then genuine light.

Light Ammo (Su)
A solar adept's first ability is to create small, solid pellets or thin lines of light. For the cost of a mere 1 solar/lunar energy, a solar adept can substitute ammunition with one of these pellets or lines. While she must still spend an action to reload a sling or crossbow, there is otherwise no difference between the light pellets/lines and normal arrows/sling bullets/bolts.

Shine Shooter (Su)
When making an attack with a ranged weapon, you may spend solar/lunar energy as a free action to increase attributes of the attack. You can spend a maximum of 2 points per class level for any given attack, and can take any single bonus multiple times. The options and their costs are as follows:

1 point - Increase the range of this attack by 5 ft.

1 point - Treat all damage done by this attack as non-lethal.

1 point - Your shot illuminates the area around it's path up to 5 ft. out for 1 round. Additional payments in this score increases the distance by 5 ft. each.

2 points - The target makes a DC (5 + Solar Adept class levels) Fortitude Save, or is stunned for 1 round. Each additional payment can increase the stun for 1 round or increase the DC by 3.

3 points - Creatures adjacent to the target must make a DC (Attack Roll) Reflex save or take damage equal to (Damage Roll/2). Extra payments increase the range of effect by 5 ft. each.

3 points - Hits with enough force to push the target back one square, if possible. Target creature must make a DC(5 + Solar Adept class levels) Reflex Save or be knocked prone. Each additional payment increases the DC by 3.

3 points - Shot explodes in a flash of light. Reduce the damage done by half (rounded up) to blind the target for 1d4 rounds.

An adept of the 'Sun' path of level 2 or higher can spend 1 Solar Energy per round to create a bright, warming light from their runes, illuminating the surrounding 25 ft. area. This requires a Standard Action to activate and an Immediate Action to end. This causes a -4 penalty to Hide skill checks to those in range. In addition, all spells or spell-like abilities of the Illusion school or that create illusions within the area of this light require their caster to succeed a DC(10 + Solar Adept class levels/2 + Solar Adept's Wisdom Modifier) Concentrate skill check or have the illusions fail. Spellcasters that can suffer arcane spell failure and fail the Concentrate check suffer arcane spell failure.

As the adept grows in class level, she can increase/decrease the range of this effect by 5 for every 3 class levels after 2nd level (5th, 8th, 11th, 14th, 17th, 20th) to a minimum of 5 ft. range. At level 8, she can shape this effect into a cone originating from the adept herself with double the range.

Conceal (Su)

Conversely, adepts of the 'Moon' path at level 2 or higher can spend 2 Lunar Energy per round to repel the light from the area around them. This requires a Standard Action to activate and an Immediate Action to end. All light, natural or otherwise, is removed from the surrounding 25 ft. radius and the area is bathed in shadow. Any creatures within the area are treated as having complete concealment, but are also treated as if blind. Spellcasters that attempt to target a creature within the area of darkness must succeed a DC(10 + Lunar Adept class levels/2 + Lunar Adept's Charisma Modifier) Concentrate check or miss. They can gain a +3 circumstance bonus to this check on a successful Listen or Search check to find the adept (DC 5 + Lunar Adept class levels/2 + Lunar Adept's Charisma Modifier).

As the adept grows in class level, she can increase/decrease the range of this effect by 5 for every 3 class levels after 2nd level (5th, 8th, 11th, 14th, 17th, 20th) to a minimum of 5 ft. range. At level 8, she can shape this effect into a cone originating from the adept herself with double the range.

Healing Aura (Su)

At 3rd level onwards, a solar adept can create an aurora of sparkling dust around themselves up to (5 * class levels)ft. long, minimum 5 ft. All creatures within this range instantly stabilize if dropped below 0HP, and living creatures that are conscious and within range heal (Wisdom Modifier)d6 Hit Points at the beginning of each of their turns. This is a positive energy effect, that harms undead by an amount equal to how much it normally heals.

This requires a Full Round Action that provokes an Attack of Opportunity to activate, and a Swift Action to end. Every round that this effect is active costs 2 Solar Energy for every 5 ft. of range the effects cover.

Shining Blade (Su)

A lunar adept of 3rd level or higher learns to channel their energy into their blade as they do their guns. By paying the specified amount of Lunar energy when making a Full Attack, the adept gains the bonus effect onto their attack. The list of effects and their costs are as follows:

6 points - For every successful hit made this round, roll against the target's AC (do not apply your Base Attack Bonus to these rolls). For each new roll that overcomes the target creature's AC, the creature is stunned for 2 rounds. Selecting this multiple times grants a +2 bonus to each additional roll for every additional payment.

6 points - Add 1d4 light damage to this attack. Paying for this ability more then once adds an additional 1d4.

8 points - Add a +3 competence bonus to your attack rolls this round. You may select this multiple times, increasing the bonus by 3 each time.

12 points - Select one of the target's saves. For each successful hit, add a -1 penalty to that save. Penalties applied this way are reduced by 1 every round until eliminated. This may be taken multiple times to target additional saves for each payment, but you cannot select the same save twice.

16 points - do 1 untyped damage to the target creature, ignoring all damage reduction. Increase this damage by 1 each time this is selected.

Lesser Channel Sun (Su)

Constantly absorbing and releasing light from your body is an exhausting task, but where there's pain, there's gain. At level 4, an adept of the solar path gains a permanent +1 to their Strength stat for every 4 solar adept class levels they posses (rounded down). In addition, a solar adept may spend up to (class levels * 2) Solar Energy as an instant action to apply a +1 bonus or -1 penalty to rolls or skill checks that rely on the strength stat or strength modifier involving the adept for every 8 points of Solar Energy spent. This bonus lasts for 1 round.

Lesser Channel Moon (Su)

Carefully gauging your energy levels, the flow of light, and doing it all in the heat of combat is a daunting mental challenge. As you practice this skill, your mind grows stronger. At level 4, an adept of the lunar path gains a permanent +1 to their Intelligence stat for every 4 solar adept class levels they posses (rounded down). In addition, a lunar adept may spend up to (class levels * 2) Lunar Energy as an instant action to apply a +1 bonus or -1 penalty to rolls or skill checks that rely on the intelligence stat or intelligence modifier involving the adept for every 8 points of Lunar Energy spent. This bonus lasts for 1 round.

Light Shield (Su)

Starting at level 5, adepts of both kinds learn to shape a thin barrier of light around themselves or another creature within 25 ft. of themselves. At the cost of 10 Solar or Lunar Energy per round, she can provide a deflection bonus to that creature's AC equal to their Wisdom or Charisma modifier (whichever is higher) to the creature as a Full Round Action. The adept can remove a Light Shield as an Immediate Action at any time, but must still pay for the round it is deactivated even if it is not active for the entirety of that round.

Once the adept reaches level 9, she can apply and remove shields to/from as many creatures in range as she wishes with a single action of the proper type. She must still pay the full Solar/Lunar Energy cost for all active shields.

At 13th level, the shield also provides a Spell Resistance of (10 + Solar Adept class levels/2 + Wisdom or Charisma modifier (whichever is higher)) in addition to all other benefits.

Finally, level 17th and higher adepts can create a Light Shield as an Immediate action at the cost of 30 Solar/Lunar Energy that lasts until the end of the round.

Obstruct (Su)

At level 6, a solar path adept can create small lumps of debris in any square within 20 ft. to change that terrain into rough terrain. This is a once per turn Swift Action that provokes an attack of opportunity and costs 12 Solar Energy. The terrain remains this way until the end of combat or until the adept spends a Full Round Action to undo all of the previous uses of this ability. At 9th level and every 3 levels after, you can create an additional patch of 5 ft. by 5 ft. rough terrain with the same swift action.

Vanish (Su)

At level 6, a lunar adept can bend the light around her to vanish from sight. This grants a +1 untyped bonus on Hide and Hide in Plain Sight rolls for every solar adept class level she has, and a +2 concealment bonus to AC (does not stack with other forms of concealment). This can be activated or deactivated with a Standard Action or Move Action, and costs 10 Lunar Energy every round in addition to the 5 Lunar Energy required to activate it. This does nothing to prevent foes from hearing the adept and prevents her from using their other abilities that cost Lunar Energy for it's duration.

Channel Sun (Su)

At level 7, the solar adept can now apply the effects of "Lesser Channel Sun" to their Constitution. In addition, she receives a permanent +1 to their Constitution score.

Channel Moon (Su)

At level 7, the lunar adept can now apply the effects of "Lesser Channel Moon" to their Constitution. In addition, she receives a permanent +1 to their Constitution score.

Blindsense (Su)

As runes expand to cover the adept's form, she gains the ability to 'see' anything light bounces off of without use of their eyes. At level 8, the adept can pay 2 Solar/Lunar Energy per round as a Free Action to be treated as having Blindsense out to 30 ft. If the adept has an unobstructed straight line between themselves to the creature or object, the adept is aware of their presence. Increase the range of Blindsense by 15ft. every 3 levels after receiving it.

Valor Aura (Su)

Starting at level 9, solar adepts gain the ability to inspire courage and endurance in their allies. Any allied creatures within up to (5 * class levels)ft. minimum 5 ft. receive a bonus to attack rolls and saves equal to the solar adept's Wisdom Modifier.

This requires a Full Round Action that provokes an Attack of Opportunity to activate, and a Swift Action to end. Every round that this effect is active costs 4 Solar Energy for every 5 ft. of range the effects cover.

Drain Light (Su)

Level 9 lunar adepts, on the other hand, learn to drain energy from creatures to replenish their Lunar Energy. When the adept makes a successful melee attack against a creature, she gains Lunar Energy equal to half the damage they inflicted.

In addition to the positive benefits, she can spend the Lunar Energy she gained in this way to channel it back into the creature forcefully. This is an immediate action that grants one additional attack roll against the target with a +5 untyped bonus. If successful, the adept deals (Wisdom/Charisma modifier (whichever is higher))* 2 damage. This secondary effect can only be used on the same target once per encounter.

Greater Channel Sun (Su)

At level 10, the solar adept can now apply the effects of "Lesser Channel Sun" to their Wisdom. In addition, she receives a permanent +1 to their Wisdom score.

Greater Channel Moon (Su)

At level 10, the lunar adept can now apply the effects of "Lesser Channel Moon" to their Charisma. In addition, she receives a permanent +1 to their Charisma score.

Skilled Marksman (Ex)

By level 11, the adept has enough experience with projectile weapons to pull off some impressive shots. At the time they acquire this ability, and every odd numbered level afterwords, they select one of the following abilities to learn:

When attacking with a projectile weapon, increase your Attack Roll result by 2 * your combined total Solar Adept and Ranger class levels/4.

When making an attack with a projectile weapon, you may spend 20 Solar/Lunar Energy as a Free Action to hit twice for every successful Attack Roll.

Your Light Ammo class ability is now an (Ex) ability.

You can now spend double the normal amount of Solar/Lunar Energy for the Shine Shooter class ability.

Once per encounter, you can ignore your target's AC when making a Full Attack against them with a projectile weapon.

When a creature within half your weapon's maximum range attempts an action that provokes an Attack of Opportunity, you can pay (3 * target's CR) Solar/Lunar Energy to make an Attack of Opportunity against them with -5 to hit.

You do not receive penalties to hit when using a ranged weapon to target an enemy within half your range that has partial cover. When the target has complete cover, treat them as having partial cover when calculating their AC for your attack.

Solar adepts only. When using a weapon loaded with Light Ammo, you can target an ally with your attack to heal them by the amount of damage your attack would normally do. Ignore damage reduction.

Lunar adepts only. When using a weapon loaded with Light Ammo, you can reduce your hit by 3 to make the ammo burst on contact. If successful, the attack knocks the target prone.

Blending of Styles or Style Mastery (Ex)

At 12th level, solar and lunar adepts alike must make a choice. If they choose to blend their styles, they gain the Level 2, 3, 4, 5, 6, 7, 8, 9, and 10 class abilities of the opposite adept at levels 12, 13, 14, 15, 16, 17, 18, 19, and 20 respectively. They can also absorb Moonlight (if a Solar Adept) or Sunlight (if a Lunar Adept) as well as their main source to gain Solar/Lunar Energy. When absorbing the other source of light, an adept rolls only once every two turns instead of once per turn, and using a die one step down in size. Using the class feature of the opposite adept requires double the amount of Solar or Lunar Energy. When one of these newly gained abilities scale with level, treat the adept as 10 levels lower for the purpose of those skills.

Secondly, the adept selects and receives one of the bonuses provided by being a Solar/Lunar adept at every additional level after the 12th. Choosing the Solar Adept's d10 Hit die or Lunar Adept's Skill Points do not increase the Hit die/Skill Points of the previous levels. Changing the Reflex or Fortitude Save progression changes the Save bonus to match what it would be if it were the adept had that progression to begin with, but does not retroactively effect any previous rolls.

If the adept chooses to master their style, however, they gain none of the above. Instead, the maximum amount of Solar/Lunar energy they can store is now 15 + (15 * Solar Adept class levels) and roll 2 dice of the listed size when absorbing light via the Energy Pool class ability. Increase the stat bonuses provided by Lesser Channel Sun, Channel Sun, Greater Channel Sun, Lesser Channel Moon, Channel Moon, and Greater Channel Moon by 2. Gain a +2 competence bonus on any skill check made for a class skill provided by choosing the Solar or Lunar Adept bonus lists.

Rune Growth (Su)

Starting at level 13, the adept's runes begin to provide benefits of their own beyond absorbing light. At 13th, 16th, and 19th level, the solar adept gains +2 damage reduction against Supernatural or Spell-like abilities and Spells. A lunar adept's attacks deal an additional 1d4 light damage at each of the aforementioned levels.

Strengthened Control (Ex)
At 14th level, the adept has gained a great deal of control over her powers. She can now hide her runes from sight with a simple illusion that cannot be pierced except by true seeing effects. In addition, she can now select creatures within the range of her auras to exclude from the benefits or penalties (if a solar adept) or increase the damage done by her attacks by (Charisma Modifier * 2) as a Free Action (if a lunar adept).

If the adept chose the Blending of Styles ability for her 12th level class feature, she gains both benefits. If she chose Style Mastery for her 12th level class feature, she can choose not to pay any Solar or Lunar Energy costs for 1 round up to 4 times per day.

Heroic Aura (Su)
Stating from 15th level, a solar path adept can inspire courage in their allies. Any allied creatures within up to (5 *class levels)ft. minimum 5 ft. receive immunity to fear effects, and a +2 untyped bonus to all rolls when reduced to less then 20% of their maximum hit points.

This requires a Full Round Action that provokes an Attack of Opportunity to activate, and a Swift Action to end. Every round that this effect is active costs 4 Solar Energy for every 5 ft. of range the effects cover.

Revenge (Ex)
At level 15, lunar adepts can channel the adrenaline rush provided by their injuries into their attacks. For every 10% below her maximum health the lunar adept is at, she gains a +1 to all her attack rolls and damage rolls.

Mighty Champion (Ex)
Level 16 adepts of both schools can perform legendary acts of courage and skill, thanks to the refinements made to their bodies by their runes. By spending 10 Solar/Lunar Energy as a free action, the solar adept gains a +1 bonus to their next roll. The adept cannot gain a bonus from this ability greater then her Wisdom or Charisma modifier (whichever is higher).

Sealing Shot (Su)
At level 18, adepts can now use their abilities to interfere with the flow of arcane energy in living creatures. Once per encounter, when making an attack roll against a creature, you can pay 50 Solar/Lunar Energy to enchant the attack as a Free Action. If the enchanted attack successfully hits the target, the target cannot cast spells, use (Sp) Abilities, or use (Su) Abilities for (Adept's Wisdom or Charisma modifier, whichever is larger) rounds.

If the attack fails, it does not count towards the once per encounter limit, but the spent Solar/Lunar Energy is lost. This does nothing to effect spells already cast, or (Sp) or (Su) abilities that last as long as the user concentrates or a set amount of time from their activation.

Flawless Aura (Su)

After all their hardships, the solar adept has obtained perfect control over her auras. At level 19, solar adepts may pay double for their auras to double any bonuses provided by the aura, or pay half for the normal effects.

Twilight Blade (Ex)

Level 19 lunar adepts learn the true value of a flawless blade arm. When attacking using a slashing melee weapon, the lunar adept may pay Lunar Energy in multiples of 15 as a Free Action to ignore 1 point of damage resistance when calculating the attack's damage for every 15 points spent.

Eclipse (Su)
Upon reaching level 20, the adept has mastered the usage of their runes and the light. By expending a whopping 100 Solar/Lunar Energy, they create a false eclipse over the surrounding 250 ft. area. In this area, all enemy creatures that attempt to cast a Spell or use a Supernatural/Spell-like ability must make a (Adept's Charisma/Wisdom Modifier(whichever is higher) * 4) Concentration skill check or fail and waste their action. The adept's ranged attacks do not suffer penalties from concealment (except full concealment) or range, and can target anything within this area.